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GM S M ONTHLY M ISCELLANY :
APRIL 2015
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GM S M O N T H LY M I S C E L L A N Y : A P R I L 2015
Featuring
material
from
some
of
Raging
Swan
Presss
newest
products
as
well
as
classic
releases
of
yesteryear,
advice
articles
and
material
from
Creightons
own
Borderland
of
Adventure
campaign,
the
GMs
Monthly
Miscellany
series
is
a
terrific
free
resource
for
the
busy,
time-crunched
GM.
CONTENTS
ple
Sa
Foreword
......................................................................................
2
GM
Advice:
Why
(And
How)
You
Should
Design
Unique
Magic
Items
.............................................................................................
3
Dilaths
Hold
At
a
Glance
..............................................................
4
Elven
Town:
Sights
&
Sounds
........................................................
6
Red
Talon
At
a
Glance
...................................................................
8
GM
Advice:
Putting
the
Wonder
Back
into
Wondrous
Items
.....
10
Legal
Stuff
...................................................................................
12
SOURCES
As
well
as
new,
never
seen
before
material
from
my
own
Borderland
of
Adventure
campaign,
this
instalment
of
GMs
Monthly
Miscellany
presents
information
from
several
Raging
Swan
Press
products
and
advice
articles
including:
file
FOREWORD
earlier
and
cheaper
than
normal
and
you
even
get
a
warm
fuzzy
feeling
you
are
helping
fund
my
freelancers
hedonistic,
party
lifestyles.
Even
better,
when
you
signupas
a
hearty
thank
youyou
get
50%
discount
vouchers
for
Retribution
Collectors
Edition,
Shadowed
Keep
on
the
Borderlands
and
Against
the
Cult
of
the
Bat
God.
In
any
event,
I
hope
you
enjoy
the
material
in
this
GMs
Monthly
Miscellany,
but
more
importantly
I
hope
you
find
it
useful
and
that
it
enhances
your
campaign.
If
youve
got
any
comments
or
questions
about
Raging
Swan
Press,
Id
love
to
hear
from
you.
You
can
contact
me
at
creighton@ragingswan.com.
Alternatively,
leaving
a
review
I
hope
you
get
some
excellent
gaming
done
this
month!
Sa
m
2
file
ple
GM ADVICE: WHY (AND HOW) YOU SHOULD DESIGN UNIQUE MAGIC ITEMS
Every
player
loves
magic
items.
That
said,
magic
items
can
also
be
quite
boring.
The
best
GMs
take
the
time
to
make
their
magic
items
unique
and
compelling.
a
rampaging
dragon,
demon
or
whatever.
Hunting
for
a
Magic
items
make
PCs
stronger
and
more
capable
they
are
a
specific,
famed
weapon
is
much
more
fun
than
simply
buying
a
vital
part
of
the
game.
Players
love
getting
them,
but
once
their
bane
weapon
of
the
relevant
type.
affects
have
been
added
to
a
characters
abilities
or
theyve
Differentiate
Hero:
Anyone
can
own
a
+1
spear,
but
only
one
been
used
a
couple
of
times
they
tend
to
fade
into
the
person
can
wield
the
Spear
of
the
North.
Owning
such
an
item
background.
marks
the
hero
as
someone
special
perhaps
someone
with
When
youve
seen
one
+1
longsword,
for
example,
youve
an
important
destiny.
seen
them
all.
Designing
unique
treasures
for
your
campaign
is
time
well
spent.
MAKING THEM UNIQUE
I
include
unique
treasures
in
my
Borderland
of
Adventure
campaign
for
several
reasons:
Making
unique
items
is
relatively
simple.
A
time-crunched
GM
can
create
a
unique
item
in
a
matter
of
minutes.
Name:
A
unique
item
must
have
a
name.
The
items
name
is
a
great
way
of
setting
the
theme
for
the
item
(and
can
also
serve
as
an
introduction
to
its
crafter
or
most
famous
owner
and
so
on).
For
example,
a
sword
named
Arundels
Bane
raises
the
question
of
Arundels
identity
and
why
the
sword
was
his
bane.
Appearance:
Creating
a
description
for
an
item
is
a
huge
signpost
to
the
players
that
it
is
different
to
the
norm.
Powers:
Giving
a
standard
item
other
powers
differentiates
it
from
the
norm.
These
powers
dont
have
to
be
amazing
and
spectacular,
but
should
make
sense
when
viewed
in
conjunction
with
the
items
main
power.
Perhaps,
for
example,
a
wand
of
burning
hands
could
provide
a
+2
bonus
on
saving
throws
against
fire
while
a
weapon
could
render
its
wielder
less
susceptible
to
fear.
History:
Giving
the
item
a
history
is
a
great
way
to
world
build
and
to
give
the
item
context
in
regards
to
the
campaign.
An
items
history
is
also
an
opportunity
for
the
PCs
to
learn
about
it
using
their
various
knowledge
skills.
Uncovering
such
information
or
even
snippets
of
forgotten
lore
further
invest
the
players
in
the
item.
Sa
ple
file
GLANCE
Dilaths
Hold
was
founded
400
years
ago
when
the
exiled
drow
nobleman
Dilath
Abair
of
Zaccharine
fled
the
drow
city
of
Zaccharine
to
escape
punishment
for
treason.
Since
then,
Dilaths
Hold
has
become
the
centre
of
the
slave
trade
in
the
northern
Ebon
Realms.
Dilath
Abair
recognized
his
enclave
would
not
survive
without
trading
with
Zaccharine,
and
he
knew
Zaccarine
would
always
need
slaves.
He
negotiated
complicated
treaties
with
several
duergar
enclaves
nearby,
and
slowly
Dilaths
Hold
transformed
into
the
only
slave
market
near
Zaccharine.
Today,
Dilaths
Hold
houses
a
sizable
drow
population
as
well
as
a
large
duergar
contingent.
The
ancient
treaties
are
the
only
thing
keeping
the
two
races
tolerating
each
other,
and
lately
there
have
been
whispers
of
renegotiating
the
treatiesin
blood
if
need
be.
D E M O G R A P H I C S
N O T A B L E F O L K
Sa
ple
N O T A B L E L O C A T I O N S
file
DILATHS HOLD AT
M A R K E T P L A C E
Resources
&
Industry
Slaves
and
poisonous
fungi
Base
Value
800
gp;
Purchase
Limit
3,750
gp;
Spellcasting
3rd;
Minor
Items
2d4;
Medium
Items
1d4;
Major
Items
When
the
PCs
arrive
in
Dilaths
Hold,
the
following
items
are
for
sale:
Potions
&
Oils
knock
(300
gp),
levitate
(300
gp)
Scrolls
(Arcane)
charm
person
(25
gp),
web
(150
gp)
Scroll
(Divine)
cause
fear
(25
gp),
hold
person
(150
gp)